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  1. #1
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by GoatOfWar View Post
    because they were designed to do damage from the ground up.
    Originally healers were given dps spells for one reason and one reason alone. And that reason was for solo play and the msq.

    They were never intended to contribute dps in parties.

    The problem stems from the fact that incoming damage is so low. Which again is deliberate by the devs because they don't want to overwhelm or stress healers or push people away from the role.

    Encounter design is the games real issue.. tank self sustain isn't too high. Incoming damage is to low...

    Healers are bored because incoming damage and stuff is so low that it takes no healing damage is far to scripted and predictable.

    Ranged dps is busted because encounters are designed around unavoidable damage from raid wides.which means that ranged roles have to trade there power for survival.

    So instead of the convention design where melee hit hard but have enough armor to take a few hits.

    Casters hit even harder than melee at the cost of reduced mobility. There survival coming from magic barriers and control spells like binds and sleeps. Casting these spells costs dps.

    Then you have physical ranged the old school glass cannons. Hit super hard. Are super mobile but are super squishy..

    Melee should typically be among the weaker of the dps jobs as a trade for there survival and mobility.

    Xiv encounter design breaks this paradigm though and everything loses its strength in exchange for extra survival. Burning a game where damage is the only thing that matters. Melee reign supreme because ranged gains nothing to compensate its lack of dps
    (1)

  2. #2
    Player
    Silver-Strider's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    1,753
    Character
    Silver Strider
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Dzian View Post
    Originally healers were given dps spells for one reason and one reason alone. And that reason was for solo play and the msq.

    They were never intended to contribute dps in parties.
    I don't believe this was ever the case honestly. Back in ARR, even when enemies actually hit worth a damn, it was still advantageous for Healers to DPS in most group content, It was almost grieving not to really. Add to that, some skills had secondary CC utility, such as Stone 1 granting a Heavy, Holy's stun, Shadowflare's Slow, etc. It's really hard to say this argument was ever true, regardless of the Devs intentions because they were just much more useful in group content then they ever were solo. Not like the Devs haven't been called out numerous times for inaccuracies in regards to game design. Then there's also the fact they added Aero 3 in HW, and the argument really loses any credibility it could've had really.
    (6)

  3. #3
    Player
    WaxSw's Avatar
    Join Date
    May 2019
    Posts
    660
    Character
    Waxillium Larede
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Silver-Strider View Post
    I don't believe this was ever the case honestly. Back in ARR, even when enemies actually hit worth a damn, it was still advantageous for Healers to DPS in most group content, It was almost grieving not to really. Add to that, some skills had secondary CC utility, such as Stone 1 granting a Heavy, Holy's stun, Shadowflare's Slow, etc. It's really hard to say this argument was ever true, regardless of the Devs intentions because they were just much more useful in group content then they ever were solo. Not like the Devs haven't been called out numerous times for inaccuracies in regards to game design. Then there's also the fact they added Aero 3 in HW, and the argument really loses any credibility it could've had really.
    On top of that from a game design perspective it makes no sense. Healing is not useful past a certain point while dealing damage is always useful, as players optimize their gameplay they'll remove the less useful things (unecessary healing) for things that always have value, which is damage, so, if your game has fixed healer slots (meaning that you can't change the amount of healers you bring per encounter), those healers will always gravitate towards dpsing as they get better.
    (5)
    Quote Originally Posted by IttyBitty View Post
    Emnity management is a group responsibility, HP management is a group responsibility, Mitigation is a group responsibility ,DPS is a group responsibility
    Anybody saying "I only want to <x>" just tells me they are lazy and selfish.

  4. #4
    Player
    GoatOfWar's Avatar
    Join Date
    Jul 2022
    Posts
    976
    Character
    Pepper Oni
    World
    Twintania
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Dzian View Post
    Originally healers were given dps spells for one reason and one reason alone. And that reason was for solo play and the msq.

    They were never intended to contribute dps in parties.

    The problem stems from the fact that incoming damage is so low. Which again is deliberate by the devs because they don't want to overwhelm or stress healers or push people away from the role.

    Encounter design is the games real issue.. tank self sustain isn't too high. Incoming damage is to low...

    Healers are bored because incoming damage and stuff is so low that it takes no healing damage is far to scripted and predictable.

    Ranged dps is busted because encounters are designed around unavoidable damage from raid wides.which means that ranged roles have to trade there power for survival.

    So instead of the convention design where melee hit hard but have enough armor to take a few hits.

    Casters hit even harder than melee at the cost of reduced mobility. There survival coming from magic barriers and control spells like binds and sleeps. Casting these spells costs dps.

    Then you have physical ranged the old school glass cannons. Hit super hard. Are super mobile but are super squishy..

    Melee should typically be among the weaker of the dps jobs as a trade for there survival and mobility.

    Xiv encounter design breaks this paradigm though and everything loses its strength in exchange for extra survival. Burning a game where damage is the only thing that matters. Melee reign supreme because ranged gains nothing to compensate its lack of dps
    If it were true that healers were only given dps spells for solo play they'd still have them.
    However, they do still spend most of their time doing damage despite 95% of their spells being heals.
    Again, they were designed from the ground up to do damage. You were never spamcasting heals in FF. Healers have always dealt damage most of the time, and they still do. That's the way the entire game has been designed.
    The amount of damage spells they have doesn't change the way they are intended to be played. But having those extra damage spells would make them infinitely more engaging.
    We have always dealt damage way more often than we had to heal, the only difference is that they dumbed down the way this damage is applied more and more with each expansion.
    (7)
    Last edited by GoatOfWar; 06-24-2023 at 12:52 AM.

  5. #5
    Player
    Malackai's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    74
    Character
    Mezha'ra Athan
    World
    Odin
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by GoatOfWar View Post
    If it were true that healers were only given dps spells for solo play they'd still have them.
    However, they do still spend most of their time doing damage despite 95% of their spells being heals.
    Again, they were designed from the ground up to do damage. You were never spamcasting heals in FF. Healers have always dealt damage most of the time, and they still do. That's the way the entire game has been designed.
    The amount of damage spells they have doesn't change the way they are intended to be played. But having those extra damage spells would make them infinitely more engaging.
    We have always dealt damage way more often than we had to heal, the only difference is that they dumbed down the way this damage is applied more and more with each expansion.
    Agree the only thing they changed it going from multiple buttons of dps to just 1-2 (and we actually lost a "dps" stance(cleric stance) role ability that would actually have made leveling/MSQ duties less tedious and slow >_>)
    if I remember correctly it was also kind of needed to dps as a healer in Alex savage at least back then if you dint want to hit enrage it was kind of expected for you to also dps when you could in general.
    (0)